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Question by DreamingWorld · Jul 12, 2018 at 06:26 AM · c#networkingrandom

Dices over Network

Hi everyone, I've got an big issues, and I spend days to find an answer but nothing works.. So at the beginning of my game, I've got an small mini-game where everyone roll a dice to decide which player is the first.

And I found no way to synchronise the number with every client! I tried, RPC, Sync Hook, everything I found on the internet.. Here is my current not working script..

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 using UnityEngine.Networking;
 
 public class RandomDice : NetworkBehaviour {
     public Text Number;
     //[SyncVar(hook = "TextOnServer")]
     public string RndmNumber;
     private NetworkIdentity assignAuthorityObj;
 
     public void Start()
     {
         assignAuthorityObj.GetComponent<NetworkIdentity>().AssignClientAuthority(this.GetComponent<NetworkIdentity>().connectionToClient);
     }
     public void RandomNumber(){
         CmdTextOnServer(Random.Range(1, 7).ToString());
     }
     private void Update()
     {
         Number.text = RndmNumber;
     }
     [Command]
     void CmdTextOnServer(string DiceNumber){
         RpcUpdateNumber(DiceNumber);
 
     }
 
     [ClientRpc]
     void RpcUpdateNumber(string DiceNumber){
         Debug.Log(DiceNumber);
         RndmNumber = DiceNumber;
         Number.text = RndmNumber;
         NetworkServer.Spawn(gameObject);
     }
 }
 

It would be very kind of you to explain to me, show me exemples, to make it work.. thank you very much. :D

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Answer by DreamingWorld · Jul 12, 2018 at 06:42 AM

Okay, don't ask me why, but it kind of worked like this :

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 using UnityEngine.Networking;
 
 public class RandomDice : NetworkBehaviour {
     public Text Number;
     //[SyncVar(hook = "TextOnServer")]
     public string RndmNumber;
     private NetworkIdentity assignAuthorityObj;
 
     public void Start()
     {
         assignAuthorityObj.GetComponent<NetworkIdentity>().AssignClientAuthority(this.GetComponent<NetworkIdentity>().connectionToClient);
     }
     public void RandomNumber(){
         CmdTextOnServer(Random.Range(1, 7).ToString());
     }
     private void Update()
     {
         Number.text = RndmNumber;
         NetworkServer.Spawn(gameObject);
         if (transform.position.y < 2){
             Destroy(gameObject);
         }
     }
     [Command]
     void CmdTextOnServer(string DiceNumber){
         RpcUpdateNumber(DiceNumber);
 
     }
 
     [ClientRpc]
     void RpcUpdateNumber(string DiceNumber){
         Debug.Log(DiceNumber);
         RndmNumber = DiceNumber;
         Number.text = RndmNumber;
     }
 }
 
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